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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2017 Leszek Koltunski //
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// //
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// This file is part of Distorted. //
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// //
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// Distorted is free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Distorted is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Distorted. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.library.effect;
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import android.opengl.Matrix;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Abstract class that represents an Effect that works by modifying the ModelView matrix.
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*/
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public abstract class MatrixEffect extends Effect
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{
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/**
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* 7: 4 per-effect interpolated values + 3 dimensional center.
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*/
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public static final int NUM_UNIFORMS = 7;
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private float[] mMatrix,mTmpArray;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Only for use by the library itself.
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*
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* @y.exclude
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*/
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public abstract void apply(float[] matrix, float[] uniforms, int index);
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Only for use by the library itself.
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* <p>
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* The three values buffer[index], buffer[index+1], buffer[index+2] are assumed to contain the
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* x,y,z coordinates of a point. We apply this Matrix effect to this point and overwrite those
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* three values.
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*
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* This is on purpose a static evaluation - if this Effect contains any Dynamics, they will be
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* evaluated at 0.
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*
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* @y.exclude
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*/
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public void applyToPoint(float[] buffer, int index)
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{
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Matrix.setIdentityM(mMatrix,0);
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compute(mTmpArray,0,0,0);
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apply(mMatrix, mTmpArray, 0);
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float x = buffer[index ];
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float y = buffer[index+1];
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float z = buffer[index+2];
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buffer[index ] = mMatrix[0]*x + mMatrix[4]*y + mMatrix[ 8]*z + mMatrix[12];
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buffer[index+1] = mMatrix[1]*x + mMatrix[5]*y + mMatrix[ 9]*z + mMatrix[13];
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buffer[index+2] = mMatrix[2]*x + mMatrix[6]*y + mMatrix[10]*z + mMatrix[14];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Only for use by the library itself.
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* <p>
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* The three values buffer[index], buffer[index+1], buffer[index+2] are assumed to contain the
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* x,y,z coordinates of a vector. We apply this Matrix effect to this vector and overwrite those
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* three values.
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*
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* This is on purpose a static evaluation - if this Effect contains any Dynamics, they will be
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* evaluated at 0.
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*
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* @y.exclude
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*/
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public void applyToVector(float[] buffer, int index)
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{
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Matrix.setIdentityM(mMatrix,0);
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compute(mTmpArray,0,0,0);
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apply(mMatrix, mTmpArray, 0);
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float x = buffer[index ];
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float y = buffer[index+1];
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float z = buffer[index+2];
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buffer[index ] = mMatrix[0]*x + mMatrix[4]*y + mMatrix[ 8]*z;
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buffer[index+1] = mMatrix[1]*x + mMatrix[5]*y + mMatrix[ 9]*z;
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buffer[index+2] = mMatrix[2]*x + mMatrix[6]*y + mMatrix[10]*z;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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/**
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* Only for use by the library itself.
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* <p>
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* The 9 floats starting at buffer[index] are assumed to contain info about a vertex arranged in
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* MeshBase way, i.e. coord point (x,y,z) ; normal vector (x,y,z) ; inflate vector (x,y,z)
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*
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* @y.exclude
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*/
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public void applyToVertex(float[] buffer, int index)
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{
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float x,y,z;
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Matrix.setIdentityM(mMatrix,0);
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compute(mTmpArray,0,0,0);
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apply(mMatrix, mTmpArray, 0);
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x = buffer[index ];
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y = buffer[index+1];
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z = buffer[index+2];
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buffer[index ] = mMatrix[0]*x + mMatrix[4]*y + mMatrix[ 8]*z + mMatrix[12];
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buffer[index+1] = mMatrix[1]*x + mMatrix[5]*y + mMatrix[ 9]*z + mMatrix[13];
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buffer[index+2] = mMatrix[2]*x + mMatrix[6]*y + mMatrix[10]*z + mMatrix[14];
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x = buffer[index+3];
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y = buffer[index+4];
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z = buffer[index+5];
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buffer[index+3] = mMatrix[0]*x + mMatrix[4]*y + mMatrix[ 8]*z;
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buffer[index+4] = mMatrix[1]*x + mMatrix[5]*y + mMatrix[ 9]*z;
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buffer[index+5] = mMatrix[2]*x + mMatrix[6]*y + mMatrix[10]*z;
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x = buffer[index+6];
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y = buffer[index+7];
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z = buffer[index+8];
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buffer[index+6] = mMatrix[0]*x + mMatrix[4]*y + mMatrix[ 8]*z;
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buffer[index+7] = mMatrix[1]*x + mMatrix[5]*y + mMatrix[ 9]*z;
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buffer[index+8] = mMatrix[2]*x + mMatrix[6]*y + mMatrix[10]*z;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// empty function for completeness
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static void destroyStatics()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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MatrixEffect(EffectName name)
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{
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super(name);
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mMatrix = new float[16];
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mTmpArray= new float[4];
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}
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}
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